mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
235 lines
8.7 KiB
C#
235 lines
8.7 KiB
C#
using Microsoft.Xna.Framework;
|
|
using ProjectZ.InGame.GameObjects.Base;
|
|
using ProjectZ.InGame.GameObjects.Base.Components;
|
|
using ProjectZ.InGame.GameObjects.Base.CObjects;
|
|
using ProjectZ.InGame.GameObjects.Base.Components.AI;
|
|
using ProjectZ.InGame.Map;
|
|
using ProjectZ.InGame.SaveLoad;
|
|
using ProjectZ.InGame.Things;
|
|
using ProjectZ.InGame.Controls;
|
|
using System.Collections.Generic;
|
|
using ProjectZ.InGame.GameObjects.Things;
|
|
|
|
namespace ProjectZ.InGame.GameObjects.Enemies
|
|
{
|
|
// not sure why I called it an enemy...
|
|
internal class EnemyFloorLayer : GameObject
|
|
{
|
|
private readonly List<GameObject> _deactivatedGameObjects = new List<GameObject>();
|
|
private readonly List<EnemyFloorLayerFloor> _spawnedTiles = new List<EnemyFloorLayerFloor>();
|
|
|
|
private readonly BodyComponent _body;
|
|
private readonly AiComponent _aiComponent;
|
|
|
|
private Vector2 _spawnPosition;
|
|
private Vector2 _startPosition;
|
|
private Vector2 _endPosition;
|
|
private Vector2 _moveDirection;
|
|
|
|
private float _soundCounter;
|
|
private float _moveCounter;
|
|
private int _moveIndex;
|
|
|
|
private string _fullKey;
|
|
private int _minMoveCount;
|
|
|
|
private const float MoveSpeed = 0.5f;
|
|
|
|
public EnemyFloorLayer() : base("floor layer") { }
|
|
|
|
public EnemyFloorLayer(Map.Map map, int posX, int posY, int count, string fullKey) : base(map)
|
|
{
|
|
EntityPosition = new CPosition(posX + 8, posY + 14, 0);
|
|
EntitySize = new Rectangle(-8, -16, 16, 16);
|
|
|
|
_minMoveCount = count;
|
|
_fullKey = fullKey;
|
|
|
|
_spawnPosition = EntityPosition.Position;
|
|
|
|
_body = new BodyComponent(EntityPosition, -8, -14, 16, 14, 8)
|
|
{
|
|
IgnoreHoles = true,
|
|
CollisionTypes =
|
|
Values.CollisionTypes.Normal |
|
|
Values.CollisionTypes.Player,
|
|
FieldRectangle = map.GetField(posX, posY)
|
|
};
|
|
|
|
var sprite = new CSprite(EntityPosition);
|
|
var animator = AnimatorSaveLoad.LoadAnimator("Enemies/floor layer");
|
|
animator.Play("idle");
|
|
|
|
var animatorComponent = new AnimationComponent(animator, sprite, new Vector2(0, 2));
|
|
|
|
_aiComponent = new AiComponent();
|
|
|
|
var stateIdle = new AiState() { Init = InitIdle };
|
|
var stateMove = new AiState(UpdateMoving);
|
|
var stateDead = new AiState(UpdateDead) { Init = InitDead };
|
|
|
|
_aiComponent.States.Add("idle", stateIdle);
|
|
_aiComponent.States.Add("move", stateMove);
|
|
_aiComponent.States.Add("dead", stateDead);
|
|
|
|
AddComponent(BodyComponent.Index, _body);
|
|
AddComponent(BaseAnimationComponent.Index, animatorComponent);
|
|
AddComponent(AiComponent.Index, _aiComponent);
|
|
AddComponent(CollisionComponent.Index, new BodyCollisionComponent(_body, Values.CollisionTypes.Enemy));
|
|
AddComponent(PushableComponent.Index, new PushableComponent(_body.BodyBox, OnPush) { InertiaTime = 250 });
|
|
AddComponent(DrawComponent.Index, new BodyDrawComponent(_body, sprite, Values.LayerPlayer));
|
|
AddComponent(DrawShadowComponent.Index, new DrawShadowCSpriteComponent(sprite) { Height = 1.0f, Rotation = 0.1f });
|
|
|
|
_aiComponent.ChangeState("idle");
|
|
}
|
|
|
|
private void InitIdle()
|
|
{
|
|
SetActive(true);
|
|
}
|
|
|
|
private void InitDead()
|
|
{
|
|
SetActive(false);
|
|
}
|
|
|
|
private void SetActive(bool active)
|
|
{
|
|
((BodyCollisionComponent)Components[CollisionComponent.Index]).IsActive = active;
|
|
((DrawComponent)Components[DrawComponent.Index]).IsActive = active;
|
|
((DrawShadowComponent)Components[DrawShadowComponent.Index]).IsActive = active;
|
|
}
|
|
|
|
private void UpdateDead()
|
|
{
|
|
// remove the floor when the player leaves the room and not all tiles where layed
|
|
if (!_body.FieldRectangle.Contains(MapManager.ObjLink.EntityPosition.Position) && _moveIndex != _minMoveCount + 1)
|
|
Reactivate();
|
|
}
|
|
|
|
private void Reactivate()
|
|
{
|
|
_moveIndex = 0;
|
|
EntityPosition.Set(_spawnPosition);
|
|
_aiComponent.ChangeState("idle");
|
|
|
|
((PushableComponent)Components[PushableComponent.Index]).IsActive = true;
|
|
|
|
// despawn the tiles
|
|
foreach (var tile in _spawnedTiles)
|
|
{
|
|
// reactivate holes
|
|
tile.SetHoleState(true);
|
|
Map.Objects.DeleteObjects.Add(tile);
|
|
|
|
// spawn the explosion effect
|
|
var splashAnimator = new ObjAnimator(Map, (int)tile.EntityPosition.X,
|
|
(int)tile.EntityPosition.Y, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
|
|
Map.Objects.SpawnObject(splashAnimator);
|
|
}
|
|
_spawnedTiles.Clear();
|
|
}
|
|
|
|
private bool OnPush(Vector2 direction, PushableComponent.PushType type)
|
|
{
|
|
if (type != PushableComponent.PushType.Continues)
|
|
return false;
|
|
|
|
StartMoving(direction);
|
|
|
|
return false;
|
|
}
|
|
|
|
private void StartMoving(Vector2 direction)
|
|
{
|
|
_aiComponent.ChangeState("move");
|
|
|
|
((PushableComponent)Components[PushableComponent.Index]).IsActive = false;
|
|
|
|
_moveDirection = direction;
|
|
_startPosition = EntityPosition.Position;
|
|
_endPosition = EntityPosition.Position;
|
|
|
|
SetNewPosition(false);
|
|
}
|
|
|
|
private void UpdateMoving()
|
|
{
|
|
MapManager.ObjLink.FreezePlayer();
|
|
|
|
_soundCounter -= Game1.DeltaTime;
|
|
if (_soundCounter < 0)
|
|
{
|
|
_soundCounter += 55;
|
|
Game1.GameManager.PlaySoundEffect("D360-62-3E", false);
|
|
}
|
|
|
|
// get the new direction the player is pushing
|
|
var vecDirection = ControlHandler.GetMoveVector2();
|
|
if (vecDirection != Vector2.Zero)
|
|
{
|
|
var newDirection = AnimationHelper.GetDirection(vecDirection);
|
|
_moveDirection = AnimationHelper.DirectionOffset[newDirection];
|
|
}
|
|
|
|
_moveCounter += Game1.DeltaTime;
|
|
// finished moving to the next segment?
|
|
var time = 16 / (60 * MoveSpeed) * 1000;
|
|
if (_moveCounter > time)
|
|
{
|
|
_moveCounter -= time;
|
|
|
|
SetNewPosition(true);
|
|
}
|
|
|
|
// calculate the new position
|
|
var percentage = _moveCounter / time;
|
|
var newPercentage = Vector2.Lerp(_startPosition, _endPosition, percentage);
|
|
EntityPosition.Set(newPercentage);
|
|
}
|
|
|
|
private void SetNewPosition(bool spawnFloor)
|
|
{
|
|
_moveIndex++;
|
|
_startPosition = _endPosition;
|
|
_endPosition = _startPosition + _moveDirection * 16;
|
|
|
|
// spawn the floor
|
|
if (spawnFloor)
|
|
{
|
|
var objFloor = new EnemyFloorLayerFloor(Map, (int)_startPosition.X - 8, (int)_startPosition.Y - 14);
|
|
Map.Objects.SpawnObject(objFloor);
|
|
_spawnedTiles.Add(objFloor);
|
|
}
|
|
|
|
// stop moving if there is no hole at next position
|
|
if (!CheckForHole((int)_endPosition.X - 8, (int)_endPosition.Y - 14))
|
|
{
|
|
Game1.GameManager.PlaySoundEffect("D360-47-2F");
|
|
|
|
// spawn the explosion effect
|
|
var splashAnimator = new ObjAnimator(Map, (int)EntityPosition.X - 8,
|
|
(int)EntityPosition.Y - 14, 0, 0, Values.LayerTop, "Particles/spawn", "run", true);
|
|
Map.Objects.SpawnObject(splashAnimator);
|
|
|
|
if (_moveIndex > _minMoveCount && !string.IsNullOrEmpty(_fullKey))
|
|
Game1.GameManager.SaveManager.SetString(_fullKey, "1");
|
|
|
|
_aiComponent.ChangeState("dead");
|
|
}
|
|
}
|
|
|
|
private bool CheckForHole(int posX, int posY)
|
|
{
|
|
_deactivatedGameObjects.Clear();
|
|
Map.Objects.GetObjectsOfType(_deactivatedGameObjects, typeof(ObjHole), posX, posY, 16, 16);
|
|
Map.Objects.GetObjectsOfType(_deactivatedGameObjects, typeof(ObjLava), posX, posY, 16, 16);
|
|
foreach (var gameObject in _deactivatedGameObjects)
|
|
if (gameObject.IsActive &&
|
|
gameObject.EntityPosition.Position == new Vector2(posX, posY))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
}
|
|
} |